// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using JetBrains.Annotations; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Localisation; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Framework.Threading; using osu.Framework.Timing; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Graphics.Cursor; using osu.Game.Graphics.UserInterface; using osu.Game.Input.Bindings; using osu.Game.Localisation; using osu.Game.Online.API; using osu.Game.Online.Multiplayer; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Overlays.OSD; using osu.Game.Rulesets; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Screens.Edit.Components.Menus; using osu.Game.Screens.Edit.Compose; using osu.Game.Screens.Edit.Compose.Components.Timeline; using osu.Game.Screens.Edit.Design; using osu.Game.Screens.Edit.GameplayTest; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Edit.Timing; using osu.Game.Screens.Edit.Verify; using osu.Game.Screens.OnlinePlay; using osu.Game.Screens.Play; using osu.Game.Users; using osuTK.Input; using WebCommonStrings = osu.Game.Resources.Localisation.Web.CommonStrings; namespace osu.Game.Screens.Edit { [Cached(typeof(IBeatSnapProvider))] [Cached] public partial class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler, IKeyBindingHandler, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider { /// /// An offset applied to waveform visuals to align them with expectations. /// /// /// Historically, osu! beatmaps have an assumption of full system latency baked in. /// This comes from a culmination of stable's platform offset, average hardware playback /// latency, and users having their universal offsets tweaked to previous beatmaps. /// /// Coming to this value involved running various tests with existing users / beatmaps. /// This included both visual and audible comparisons. Ballpark confidence is ≈2 ms. /// public const float WAVEFORM_VISUAL_OFFSET = 20; public override float BackgroundParallaxAmount => 0.1f; public override bool AllowBackButton => false; public override bool HideOverlaysOnEnter => true; public override bool DisallowExternalBeatmapRulesetChanges => true; public override bool? ApplyModTrackAdjustments => false; protected override bool PlayExitSound => !ExitConfirmed && !switchingDifficulty; protected bool HasUnsavedChanges { get { if (!canSave) return false; return lastSavedHash != changeHandler?.CurrentStateHash; } } [Resolved] private BeatmapManager beatmapManager { get; set; } [Resolved] private RulesetStore rulesets { get; set; } [Resolved(canBeNull: true)] private IDialogOverlay dialogOverlay { get; set; } [Resolved(canBeNull: true)] private INotificationOverlay notifications { get; set; } [Resolved] private RealmAccess realm { get; set; } public readonly Bindable Mode = new Bindable(); public IBindable SamplePlaybackDisabled => samplePlaybackDisabled; /// /// Ensure all asynchronously loading pieces of the editor are in a good state. /// This exists here for convenience for tests, not for actual use. /// Eventually we'd probably want a better way to signal this. /// public bool ReadyForUse { get { if (!workingBeatmapUpdated) return false; if (currentScreen?.IsLoaded != true) return false; if (currentScreen is EditorScreenWithTimeline) return currentScreen.ChildrenOfType().FirstOrDefault()?.IsLoaded == true; return true; } } private bool workingBeatmapUpdated; private readonly Bindable samplePlaybackDisabled = new Bindable(); private bool canSave; private readonly List saveRelatedMenuItems = new List(); /// /// Tracks ongoing mutually-exclusive operations related to changing the beatmap /// (e.g. save, export). /// public OngoingOperationTracker MutationTracker { get; } = new OngoingOperationTracker(); protected bool ExitConfirmed { get; private set; } private bool switchingDifficulty; private string lastSavedHash; private Container screenContainer; [CanBeNull] private readonly EditorLoader loader; private EditorScreen currentScreen; private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(); private EditorClock clock; private IBeatmap playableBeatmap; private EditorBeatmap editorBeatmap; private BottomBar bottomBar; [CanBeNull] // Should be non-null once it can support custom rulesets. private EditorChangeHandler changeHandler; private DependencyContainer dependencies; private bool isNewBeatmap; protected override UserActivity InitialActivity { get { if (Beatmap.Value.Metadata.Author.OnlineID == api.LocalUser.Value.OnlineID) return new UserActivity.EditingBeatmap(Beatmap.Value.BeatmapInfo); return new UserActivity.ModdingBeatmap(Beatmap.Value.BeatmapInfo); } } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); [Resolved] private IAPIProvider api { get; set; } [Cached] public readonly EditorClipboard Clipboard = new EditorClipboard(); [Cached] private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine); [Resolved(canBeNull: true)] private OnScreenDisplay onScreenDisplay { get; set; } private Bindable editorBackgroundDim; private Bindable editorHitMarkers; private Bindable editorAutoSeekOnPlacement; private Bindable editorLimitedDistanceSnap; private Bindable editorTimelineShowTimingChanges; private Bindable editorTimelineShowTicks; /// /// This controls the opacity of components like the timelines, sidebars, etc. /// In "composer focus" mode the opacity of the aforementioned components is reduced so that the user can focus on the composer better. /// public Bindable ComposerFocusMode { get; } = new Bindable(); public Editor(EditorLoader loader = null) { this.loader = loader; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { var loadableBeatmap = Beatmap.Value; if (loadableBeatmap is DummyWorkingBeatmap) { Logger.Log("Editor was loaded without a valid beatmap; creating a new beatmap."); isNewBeatmap = true; loadableBeatmap = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value); // required so we can get the track length in EditorClock. // this is ONLY safe because the track being provided is a `TrackVirtual` which we don't really care about disposing. loadableBeatmap.LoadTrack(); // this is a bit haphazard, but guards against setting the lease Beatmap bindable if // the editor has already been exited. if (!ValidForPush) { beatmapManager.Delete(loadableBeatmap.BeatmapSetInfo); return; } } try { playableBeatmap = loadableBeatmap.GetPlayableBeatmap(loadableBeatmap.BeatmapInfo.Ruleset); // clone these locally for now to avoid incurring overhead on GetPlayableBeatmap usages. // eventually we will want to improve how/where this is done as there are issues with *not* cloning it in all cases. playableBeatmap.ControlPointInfo = playableBeatmap.ControlPointInfo.DeepClone(); } catch (Exception e) { Logger.Error(e, "Could not load beatmap successfully!"); // couldn't load, hard abort! this.Exit(); return; } // Todo: should probably be done at a DrawableRuleset level to share logic with Player. clock = new EditorClock(playableBeatmap, beatDivisor); clock.ChangeSource(loadableBeatmap.Track); dependencies.CacheAs(clock); AddInternal(clock); clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState()); // todo: remove caching of this and consume via editorBeatmap? dependencies.Cache(beatDivisor); AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo)); dependencies.CacheAs(editorBeatmap); editorBeatmap.UpdateInProgress.BindValueChanged(_ => updateSampleDisabledState()); canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset; if (canSave) { changeHandler = new BeatmapEditorChangeHandler(editorBeatmap); dependencies.CacheAs(changeHandler); } beatDivisor.SetArbitraryDivisor(editorBeatmap.BeatmapInfo.BeatDivisor); beatDivisor.BindValueChanged(divisor => editorBeatmap.BeatmapInfo.BeatDivisor = divisor.NewValue); updateLastSavedHash(); Schedule(() => { // we need to avoid changing the beatmap from an asynchronous load thread. it can potentially cause weirdness including crashes. // this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred). // generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete. Beatmap.Value = loadableBeatmap; workingBeatmapUpdated = true; }); OsuMenuItem undoMenuItem; OsuMenuItem redoMenuItem; editorBackgroundDim = config.GetBindable(OsuSetting.EditorDim); editorHitMarkers = config.GetBindable(OsuSetting.EditorShowHitMarkers); editorAutoSeekOnPlacement = config.GetBindable(OsuSetting.EditorAutoSeekOnPlacement); editorLimitedDistanceSnap = config.GetBindable(OsuSetting.EditorLimitedDistanceSnap); editorTimelineShowTimingChanges = config.GetBindable(OsuSetting.EditorTimelineShowTimingChanges); editorTimelineShowTicks = config.GetBindable(OsuSetting.EditorTimelineShowTicks); AddInternal(new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Container { Name = "Screen container", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Top = 40, Bottom = 60 }, Child = screenContainer = new Container { RelativeSizeAxes = Axes.Both, } }, new Container { Name = "Top bar", RelativeSizeAxes = Axes.X, Height = 40, Children = new Drawable[] { new EditorMenuBar { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, RelativeSizeAxes = Axes.Both, Items = new[] { new MenuItem(CommonStrings.MenuBarFile) { Items = createFileMenuItems().ToList() }, new MenuItem(CommonStrings.MenuBarEdit) { Items = new[] { undoMenuItem = new EditorMenuItem(CommonStrings.Undo, MenuItemType.Standard, Undo), redoMenuItem = new EditorMenuItem(CommonStrings.Redo, MenuItemType.Standard, Redo), new OsuMenuItemSpacer(), cutMenuItem = new EditorMenuItem(CommonStrings.Cut, MenuItemType.Standard, Cut), copyMenuItem = new EditorMenuItem(CommonStrings.Copy, MenuItemType.Standard, Copy), pasteMenuItem = new EditorMenuItem(CommonStrings.Paste, MenuItemType.Standard, Paste), cloneMenuItem = new EditorMenuItem(CommonStrings.Clone, MenuItemType.Standard, Clone), } }, new MenuItem(CommonStrings.MenuBarView) { Items = new[] { new MenuItem(EditorStrings.Timeline) { Items = [ new WaveformOpacityMenuItem(config.GetBindable(OsuSetting.EditorWaveformOpacity)), new ToggleMenuItem(EditorStrings.TimelineShowTimingChanges) { State = { BindTarget = editorTimelineShowTimingChanges } }, new ToggleMenuItem(EditorStrings.TimelineShowTicks) { State = { BindTarget = editorTimelineShowTicks } }, ] }, new BackgroundDimMenuItem(editorBackgroundDim), new ToggleMenuItem(EditorStrings.ShowHitMarkers) { State = { BindTarget = editorHitMarkers }, }, new ToggleMenuItem(EditorStrings.AutoSeekOnPlacement) { State = { BindTarget = editorAutoSeekOnPlacement }, }, new ToggleMenuItem(EditorStrings.LimitedDistanceSnap) { State = { BindTarget = editorLimitedDistanceSnap }, } } }, new MenuItem(EditorStrings.Timing) { Items = new MenuItem[] { new EditorMenuItem(EditorStrings.SetPreviewPointToCurrent, MenuItemType.Standard, SetPreviewPointToCurrentTime) } } } }, screenSwitcher = new EditorScreenSwitcherControl { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, X = -10, Current = Mode, }, }, }, bottomBar = new BottomBar(), MutationTracker, } }); changeHandler?.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true); changeHandler?.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true); editorBackgroundDim.BindValueChanged(_ => dimBackground()); } [Resolved] private MusicController musicController { get; set; } protected override void LoadComplete() { base.LoadComplete(); setUpClipboardActionAvailability(); Mode.Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose; Mode.BindValueChanged(onModeChanged, true); musicController.TrackChanged += onTrackChanged; MutationTracker.InProgress.BindValueChanged(_ => { foreach (var item in saveRelatedMenuItems) item.Action.Disabled = MutationTracker.InProgress.Value; }, true); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); musicController.TrackChanged -= onTrackChanged; } private void onTrackChanged(WorkingBeatmap working, TrackChangeDirection direction) => clock.ChangeSource(working.Track); /// /// Creates an instance representing the current state of the editor. /// /// /// The ruleset of the next beatmap to be shown, in the case of difficulty switch. /// indicates that the beatmap will not be changing. /// public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState { Time = clock.CurrentTimeAccurate, ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty }; /// /// Restore the editor to a provided state. /// /// The state to restore. public void RestoreState([NotNull] EditorState state) => Schedule(() => { clock.Seek(state.Time); Clipboard.Content.Value = state.ClipboardContent; }); public void TestGameplay() { if (HasUnsavedChanges) { dialogOverlay.Push(new SaveRequiredPopupDialog("The beatmap will be saved in order to test it.", () => attemptMutationOperation(() => { if (!Save()) return false; pushEditorPlayer(); return true; }))); } else { pushEditorPlayer(); } void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this)); } private bool attemptMutationOperation(Func mutationOperation) { if (MutationTracker.InProgress.Value) return false; using (MutationTracker.BeginOperation()) return mutationOperation.Invoke(); } private bool attemptAsyncMutationOperation(Func mutationTask) { if (MutationTracker.InProgress.Value) return false; var operation = MutationTracker.BeginOperation(); var task = mutationTask.Invoke(); task.FireAndForget(operation.Dispose, _ => operation.Dispose()); return true; } /// /// Saves the currently edited beatmap. /// /// Whether the save was successful. protected bool Save() { if (!canSave) { notifications?.Post(new SimpleErrorNotification { Text = "Saving is not supported for this ruleset yet, sorry!" }); return false; } try { // save the loaded beatmap's data stream. beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin); } catch (Exception ex) { // can fail e.g. due to duplicated difficulty names. Logger.Error(ex, ex.Message); return false; } // no longer new after first user-triggered save. isNewBeatmap = false; updateLastSavedHash(); onScreenDisplay?.Display(new BeatmapEditorToast(ToastStrings.BeatmapSaved, editorBeatmap.BeatmapInfo.GetDisplayTitle())); return true; } protected override void Update() { base.Update(); clock.ProcessFrame(); } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case PlatformAction.Cut: Cut(); return true; case PlatformAction.Copy: Copy(); return true; case PlatformAction.Paste: Paste(); return true; case PlatformAction.Undo: Undo(); return true; case PlatformAction.Redo: Redo(); return true; case PlatformAction.Save: if (e.Repeat) return false; return attemptMutationOperation(Save); } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } protected override bool OnKeyDown(KeyDownEvent e) { if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false; switch (e.Key) { case Key.Left: seek(e, -1); return true; case Key.Right: seek(e, 1); return true; // Of those, these two keys are reversed from stable because it feels more natural (and matches mouse wheel scroll directionality). case Key.Up: seekControlPoint(-1); return true; case Key.Down: seekControlPoint(1); return true; // Track traversal keys. // Matching osu-stable implementations. case Key.Z: if (e.Repeat) return false; // Seek to first object time, or track start if already there. double? firstObjectTime = editorBeatmap.HitObjects.FirstOrDefault()?.StartTime; if (firstObjectTime == null || clock.CurrentTime == firstObjectTime) clock.Seek(0); else clock.Seek(firstObjectTime.Value); return true; case Key.X: if (e.Repeat) return false; // Restart playback from beginning of track. clock.Seek(0); clock.Start(); return true; case Key.C: if (e.Repeat) return false; // Pause or resume. if (clock.IsRunning) clock.Stop(); else clock.Start(); return true; case Key.V: if (e.Repeat) return false; // Seek to last object time, or track end if already there. // Note that in osu-stable subsequent presses when at track end won't return to last object. // This has intentionally been changed to make it more useful. if (!editorBeatmap.HitObjects.Any()) { clock.Seek(clock.TrackLength); return true; } double lastObjectTime = editorBeatmap.GetLastObjectTime(); clock.Seek(clock.CurrentTime == lastObjectTime ? clock.TrackLength : lastObjectTime); return true; } return base.OnKeyDown(e); } private double scrollAccumulation; protected override bool OnScroll(ScrollEvent e) { if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false; const double precision = 1; double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y; double scrollDirection = Math.Sign(scrollComponent); // this is a special case to handle the "pivot" scenario. // if we are precise scrolling in one direction then change our mind and scroll backwards, // the existing accumulation should be applied in the inverse direction to maintain responsiveness. if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection) scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation)); scrollAccumulation += scrollComponent; // because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off. while (Math.Abs(scrollAccumulation) >= precision) { if (scrollAccumulation > 0) seek(e, -1); else seek(e, 1); scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); } return true; } public bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; switch (e.Action) { case GlobalAction.Back: // as we don't want to display the back button, manual handling of exit action is required. this.Exit(); return true; case GlobalAction.EditorCloneSelection: Clone(); return true; case GlobalAction.EditorComposeMode: screenSwitcher.SelectItem(EditorScreenMode.Compose); return true; case GlobalAction.EditorDesignMode: screenSwitcher.SelectItem(EditorScreenMode.Design); return true; case GlobalAction.EditorTimingMode: screenSwitcher.SelectItem(EditorScreenMode.Timing); return true; case GlobalAction.EditorSetupMode: screenSwitcher.SelectItem(EditorScreenMode.SongSetup); return true; case GlobalAction.EditorVerifyMode: screenSwitcher.SelectItem(EditorScreenMode.Verify); return true; case GlobalAction.EditorTestGameplay: bottomBar.TestGameplayButton.TriggerClick(); return true; default: return false; } } public void OnReleased(KeyBindingReleaseEvent e) { } public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); dimBackground(); resetTrack(true); } public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); dimBackground(); } private void dimBackground() { ApplyToBackground(b => { b.IgnoreUserSettings.Value = true; b.DimWhenUserSettingsIgnored.Value = editorBackgroundDim.Value; b.BlurAmount.Value = 0; }); } public override bool OnExiting(ScreenExitEvent e) { currentScreen?.OnExiting(e); if (!ExitConfirmed) { // dialog overlay may not be available in visual tests. if (dialogOverlay == null) { confirmExit(); return true; } // if the dialog is already displayed, block exiting until the user explicitly makes a decision. if (dialogOverlay.CurrentDialog is PromptForSaveDialog saveDialog) { saveDialog.Flash(); return true; } if (isNewBeatmap || HasUnsavedChanges) { updateSampleDisabledState(); dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit)); return true; } } realm.Write(r => { var beatmap = r.Find(editorBeatmap.BeatmapInfo.ID); if (beatmap != null) beatmap.EditorTimestamp = clock.CurrentTime; }); ApplyToBackground(b => { b.DimWhenUserSettingsIgnored.Value = 0; }); resetTrack(); refetchBeatmap(); return base.OnExiting(e); } public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); clock.Stop(); refetchBeatmap(); } private void refetchBeatmap() { // To update the game-wide beatmap with any changes, perform a re-fetch on exit/suspend. // This is required as the editor makes its local changes via EditorBeatmap // (which are not propagated outwards to a potentially cached WorkingBeatmap). var refetchedBeatmap = beatmapManager.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true); if (!(refetchedBeatmap is DummyWorkingBeatmap)) { Logger.Log(@"Editor providing re-fetched beatmap post edit session"); Beatmap.Value = refetchedBeatmap; } } private void confirmExitWithSave() { if (!attemptMutationOperation(Save)) return; ExitConfirmed = true; this.Exit(); } private void confirmExit() { // stop the track if playing to allow the parent screen to choose a suitable playback mode. Beatmap.Value.Track.Stop(); if (isNewBeatmap) { // confirming exit without save means we should delete the new beatmap completely. if (playableBeatmap.BeatmapInfo.BeatmapSet != null) beatmapManager.Delete(playableBeatmap.BeatmapInfo.BeatmapSet); // eagerly clear contents before restoring default beatmap to prevent value change callbacks from firing. ClearInternal(); // in theory this shouldn't be required but due to EF core not sharing instance states 100% // MusicController is unaware of the changed DeletePending state. Beatmap.SetDefault(); } ExitConfirmed = true; this.Exit(); } #region Clipboard support private EditorMenuItem cutMenuItem; private EditorMenuItem copyMenuItem; private EditorMenuItem cloneMenuItem; private EditorMenuItem pasteMenuItem; private readonly BindableWithCurrent canCut = new BindableWithCurrent(); private readonly BindableWithCurrent canCopy = new BindableWithCurrent(); private readonly BindableWithCurrent canPaste = new BindableWithCurrent(); private void setUpClipboardActionAvailability() { canCut.Current.BindValueChanged(cut => cutMenuItem.Action.Disabled = !cut.NewValue, true); canCopy.Current.BindValueChanged(copy => { copyMenuItem.Action.Disabled = !copy.NewValue; cloneMenuItem.Action.Disabled = !copy.NewValue; }, true); canPaste.Current.BindValueChanged(paste => pasteMenuItem.Action.Disabled = !paste.NewValue, true); } private void rebindClipboardBindables() { canCut.Current = currentScreen.CanCut; canCopy.Current = currentScreen.CanCopy; canPaste.Current = currentScreen.CanPaste; } protected void Cut() => currentScreen?.Cut(); protected void Copy() => currentScreen?.Copy(); protected void Clone() { // Avoid attempting to clone if copying is not available (as it may result in pasting something unexpected). if (!canCopy.Value) return; // This is an initial implementation just to get an idea of how people used this function. // There are a couple of differences from osu!stable's implementation which will require more work to match: // - The "clipboard" is not populated during the duplication process. // - The duplicated hitobjects are inserted after the original pattern (add one beat_length and then quantize using beat snap). // - The duplicated hitobjects are selected (but this is also applied for all paste operations so should be changed there). Copy(); Paste(); } protected void Paste() => currentScreen?.Paste(); #endregion protected void Undo() => changeHandler?.RestoreState(-1); protected void Redo() => changeHandler?.RestoreState(1); protected void SetPreviewPointToCurrentTime() { editorBeatmap.PreviewTime.Value = (int)clock.CurrentTime; } private void resetTrack(bool seekToStart = false) { clock.Stop(); if (seekToStart) { double targetTime = 0; if (editorBeatmap.BeatmapInfo.EditorTimestamp != null) { targetTime = editorBeatmap.BeatmapInfo.EditorTimestamp.Value; } else if (Beatmap.Value.Beatmap.HitObjects.Count > 0) { // seek to one beat length before the first hitobject targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime; targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength; } clock.Seek(Math.Max(0, targetTime)); } } private void onModeChanged(ValueChangedEvent e) { var lastScreen = currentScreen; lastScreen?.Hide(); try { if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null) { screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0); currentScreen.Show(); return; } switch (e.NewValue) { case EditorScreenMode.SongSetup: currentScreen = new SetupScreen(); break; case EditorScreenMode.Compose: currentScreen = new ComposeScreen(); break; case EditorScreenMode.Design: currentScreen = new DesignScreen(); break; case EditorScreenMode.Timing: currentScreen = new TimingScreen(); break; case EditorScreenMode.Verify: currentScreen = new VerifyScreen(); break; default: throw new InvalidOperationException("Editor menu bar switched to an unsupported mode"); } LoadComponentAsync(currentScreen, newScreen => { if (newScreen == currentScreen) { screenContainer.Add(newScreen); newScreen.Show(); } }); } finally { updateSampleDisabledState(); rebindClipboardBindables(); } } /// /// Forces a reload of the compose screen after significant configuration changes. /// /// /// This can be necessary for scrolling rulesets, as they do not easily support control points changing under them. /// The reason that this works is that will re-instantiate the screen whenever it is requested next. /// public void ReloadComposeScreen() => screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately(); [CanBeNull] private ScheduledDelegate playbackDisabledDebounce; private EditorScreenSwitcherControl screenSwitcher; private void updateSampleDisabledState() { bool shouldDisableSamples = clock.SeekingOrStopped.Value || currentScreen is not ComposeScreen || editorBeatmap.UpdateInProgress.Value || dialogOverlay?.CurrentDialog != null; playbackDisabledDebounce?.Cancel(); if (shouldDisableSamples) { samplePlaybackDisabled.Value = true; } else { // Debounce re-enabling arbitrarily high enough to avoid flip-flopping during beatmap updates // or rapid user seeks. playbackDisabledDebounce = Scheduler.AddDelayed(() => samplePlaybackDisabled.Value = false, 50); } } private void seekControlPoint(int direction) { var found = direction < 1 ? editorBeatmap.ControlPointInfo.AllControlPoints.LastOrDefault(p => p.Time < clock.CurrentTime) : editorBeatmap.ControlPointInfo.AllControlPoints.FirstOrDefault(p => p.Time > clock.CurrentTime); if (found != null) clock.Seek(found.Time); } private void seek(UIEvent e, int direction) { double amount = e.ShiftPressed ? 4 : 1; bool trackPlaying = clock.IsRunning; if (trackPlaying) { // generally users are not looking to perform tiny seeks when the track is playing. // this multiplication undoes the division that will be applied in the underlying seek operation. // scale by BPM to keep the seek amount constant across all BPMs. var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(clock.CurrentTimeAccurate); amount *= beatDivisor.Value * (timingPoint.BPM / 120); } if (direction < 1) clock.SeekBackward(!trackPlaying, amount); else clock.SeekForward(!trackPlaying, amount); } private void updateLastSavedHash() { lastSavedHash = changeHandler?.CurrentStateHash; } private IEnumerable createFileMenuItems() { yield return createDifficultyCreationMenu(); yield return createDifficultySwitchMenu(); yield return new OsuMenuItemSpacer(); yield return new EditorMenuItem(EditorStrings.DeleteDifficulty, MenuItemType.Standard, deleteDifficulty) { Action = { Disabled = Beatmap.Value.BeatmapSetInfo.Beatmaps.Count < 2 } }; yield return new OsuMenuItemSpacer(); var save = new EditorMenuItem(WebCommonStrings.ButtonsSave, MenuItemType.Standard, () => attemptMutationOperation(Save)); saveRelatedMenuItems.Add(save); yield return save; if (RuntimeInfo.IsDesktop) { var export = createExportMenu(); saveRelatedMenuItems.AddRange(export.Items); yield return export; } yield return new OsuMenuItemSpacer(); yield return new EditorMenuItem(CommonStrings.Exit, MenuItemType.Standard, this.Exit); } private EditorMenuItem createExportMenu() { var exportItems = new List { new EditorMenuItem(EditorStrings.ExportForEditing, MenuItemType.Standard, () => exportBeatmap(false)), new EditorMenuItem(EditorStrings.ExportForCompatibility, MenuItemType.Standard, () => exportBeatmap(true)), }; return new EditorMenuItem(CommonStrings.Export) { Items = exportItems }; } private void exportBeatmap(bool legacy) { if (HasUnsavedChanges) { dialogOverlay.Push(new SaveRequiredPopupDialog("The beatmap will be saved in order to export it.", () => attemptAsyncMutationOperation(() => { if (!Save()) return Task.CompletedTask; return runExport(); }))); } else { attemptAsyncMutationOperation(runExport); } Task runExport() { if (legacy) return beatmapManager.ExportLegacy(Beatmap.Value.BeatmapSetInfo); else return beatmapManager.Export(Beatmap.Value.BeatmapSetInfo); } } /// /// Beatmaps of the currently edited set, grouped by ruleset and ordered by difficulty. /// private IOrderedEnumerable> groupedOrderedBeatmaps => Beatmap.Value.BeatmapSetInfo.Beatmaps .OrderBy(b => b.StarRating) .GroupBy(b => b.Ruleset) .OrderBy(group => group.Key); private void deleteDifficulty() { if (dialogOverlay == null) delete(); else dialogOverlay.Push(new DeleteDifficultyConfirmationDialog(Beatmap.Value.BeatmapInfo, delete)); void delete() { BeatmapInfo difficultyToDelete = playableBeatmap.BeatmapInfo; var difficultiesBeforeDeletion = groupedOrderedBeatmaps.SelectMany(g => g).ToList(); // if the difficulty being currently deleted has unsaved changes, // the editor exit flow would prompt for save *after* this method has done its thing. // this is generally undesirable and also ends up leaving the user in a broken state. // therefore, just update the last saved hash to make the exit flow think the deleted beatmap is not dirty, // so that it will not show the save dialog on exit. updateLastSavedHash(); beatmapManager.DeleteDifficultyImmediately(difficultyToDelete); int deletedIndex = difficultiesBeforeDeletion.IndexOf(difficultyToDelete); // of note, we're still working with the cloned version, so indices are all prior to deletion. BeatmapInfo nextToShow = difficultiesBeforeDeletion[deletedIndex == 0 ? 1 : deletedIndex - 1]; Beatmap.Value = beatmapManager.GetWorkingBeatmap(nextToShow); SwitchToDifficulty(nextToShow); } } private EditorMenuItem createDifficultyCreationMenu() { var rulesetItems = new List(); foreach (var ruleset in rulesets.AvailableRulesets) rulesetItems.Add(new EditorMenuItem(ruleset.Name, MenuItemType.Standard, () => CreateNewDifficulty(ruleset))); saveRelatedMenuItems.AddRange(rulesetItems); return new EditorMenuItem(EditorStrings.CreateNewDifficulty) { Items = rulesetItems }; } protected void CreateNewDifficulty(RulesetInfo rulesetInfo) { if (isNewBeatmap) { dialogOverlay.Push(new SaveRequiredPopupDialog("This beatmap will be saved in order to create another difficulty.", () => { attemptMutationOperation(() => { if (!Save()) return false; CreateNewDifficulty(rulesetInfo); return true; }); })); return; } if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset)) { switchToNewDifficulty(rulesetInfo, false); return; } dialogOverlay.Push(new CreateNewDifficultyDialog(createCopy => switchToNewDifficulty(rulesetInfo, createCopy))); } private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool createCopy) { switchingDifficulty = true; loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo, rulesetInfo, createCopy, GetState(rulesetInfo)); } private EditorMenuItem createDifficultySwitchMenu() { var difficultyItems = new List(); foreach (var rulesetBeatmaps in groupedOrderedBeatmaps) { if (difficultyItems.Count > 0) difficultyItems.Add(new OsuMenuItemSpacer()); foreach (var beatmap in rulesetBeatmaps) { bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap); difficultyItems.Add(new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty)); } } return new EditorMenuItem(EditorStrings.ChangeDifficulty) { Items = difficultyItems }; } protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap.Ruleset)); private void cancelExit() { updateSampleDisabledState(); loader?.CancelPendingDifficultySwitch(); } public Task Reload() { var tcs = new TaskCompletionSource(); dialogOverlay.Push(new ReloadEditorDialog( reload: () => { bool reloadedSuccessfully = attemptMutationOperation(() => { if (!Save()) return false; SwitchToDifficulty(editorBeatmap.BeatmapInfo); return true; }); tcs.SetResult(reloadedSuccessfully); }, cancel: () => tcs.SetResult(false))); return tcs.Task; } public void HandleTimestamp(string timestamp) { if (!EditorTimestampParser.TryParse(timestamp, out var timeSpan, out string selection)) { Schedule(() => notifications?.Post(new SimpleErrorNotification { Icon = FontAwesome.Solid.ExclamationTriangle, Text = EditorStrings.FailedToParseEditorLink })); return; } editorBeatmap.SelectedHitObjects.Clear(); if (clock.IsRunning) clock.Stop(); double position = timeSpan.Value.TotalMilliseconds; if (string.IsNullOrEmpty(selection)) { clock.SeekSmoothlyTo(position); return; } // Seek to the next closest HitObject instead HitObject nextObject = editorBeatmap.HitObjects.FirstOrDefault(x => x.StartTime >= position); if (nextObject != null) position = nextObject.StartTime; clock.SeekSmoothlyTo(position); Mode.Value = EditorScreenMode.Compose; // Delegate handling the selection to the ruleset. currentScreen.Dependencies.Get().SelectFromTimestamp(position, selection); } public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime); public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime); public int BeatDivisor => beatDivisor.Value; ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo; IClock IBeatSyncProvider.Clock => clock; ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty; private partial class BeatmapEditorToast : Toast { public BeatmapEditorToast(LocalisableString value, string beatmapDisplayName) : base(InputSettingsStrings.EditorSection, value, beatmapDisplayName) { } } } }